With ever more digital games companies opening their doors in Malta, standing out can be difficult. Dawn Gillies talks to Dorado Games co-founder Simon Dotschuweitto find out how a small company is carving out its niche in an industry of big players.
In 1974, long before the Internet was around, Mazewar introduced the world’s first computer-generated virtual world. With a serial cable to connect computers, friends could play over a network, competing with and against one another for the first time. The Internet now allows thousands of people from opposite sides of the globe to battle it out simultaneously in games set in online virtual worlds like World of Warcraft.
Digital gaming is an industry on the rise, and Malta has seen success after success. It’s a multi-billion dollar enterprise, taking in an astounding $30.7 bn globally in 2017 alone according to Statista. In recent years there has been a surge in free-to-play online games. With so many free games competing for our attention, you might wonder where the money comes from. It may seem counterintuitive, but these free online games sometimes generate higher profits than paid counterparts. Multiplayer PC beat ’em up Dungeon Fighter Online reportedly made an astonishing $1.6 bn in 2017.
With more than 30 digital games companies in Malta alone, it’s a competitive industry to take on. Yet Simon Dotschuweit and Nick Porsche have created Dorado Games, launched real-time grand-strategy game Conflict of Nations, and gained over 400,000 customers.
Porsche and Dotschuweit brought different skills to the table: Dotschuweit came from an IT and technology background, while Porsche gained his experience as creative director for the Battlestar Galactica online game.
Dorado’s Origin Story
Whilst working for the independent creators, publishers, and distributors of digital games Stillfront Group, Dotschuweit was already mulling over some new game ideas. The game engines, platforms, and building blocks were all at his disposal. What he needed was a collaborator. That was when Nick Porsche appeared on the scene.
Porsche and Dotschuweit brought different skills to the table: Dotschuweit came from an IT and technology background, while Porsche gained his experience as creative director for the Battlestar Galactica online game. Their ideas had Stillfront interested. They were in the early stages of building a game, and the endeavour was gaining support. ‘It was going well, and the company wanted to go ahead with it.’ Two years later, Dorado Games was acquired by the Stillfront Group.
When most of us think video games, we immediately think of games consoles. So why choose to create an online game? Or, for that matter, one that’s free?
Dotschuweit says, ‘They’re a lot more fun to do. You have more control. Usually you self-publish. You can do stuff more iteratively. You can release and then improve. With console games, you need a large publishing partner that will take a large portion of the revenue.’ With Dorado constantly striving to improve their online world for players, the ability to continually update was a big draw for them.
The world of online gaming better lends itself to strategy games. With Dotschuweit and Porsche already big fans, their goal was to create a game they wanted to play. Their business model is also better suited to online gaming than consoles. ‘It’s free to play, so we incentivise players to pay for extra features, which doesn’t work well on console.’ This is where the money comes from. Players pay to construct buildings or train their troops more quickly, giving them an advantage over the competition.
But Stillfront’s acquisition of Dorado meant it was decision time for Dotschuweit. He had to choose between keeping his comfortable job with Stillfront, or taking on a new challenge in the startup world. Living in China with his family at the time, the ramifications of that decision were huge. Porsche was already in Malta, incentivised by the Maltese government’s support of new businesses. In the end, Dotschuweit felt the opportunity to join forces was too great to pass up. He made the leap.
The Rise to Success
Money was key. Dotschuweit tells us, ‘We managed to secure quite a sizeable employment-based grant from Malta Enterprise for our company, which was of course a very nice plus. And Malta is a really nice place!’ The grant not only helped Dorado win over investors, but it reduced risk in an industry that’s infamous for its kill rate, both in-game and in real life. Suffice to say that coming out on top in the gaming world is not guaranteed.
Working in a start-up was also a change for Dotschuweit. Having previously worked for US tech giant IBM, he wanted to make a mark with this new venture. ‘You get to have a lot more impact. Your presence matters a lot more to a small business; it’s a lot more fun. You get to wear lots of hats and get a lot of experience.’ The busy and exciting nature of a small business appealed to him much more than clocking in to a regular office job.
The good times continued rolling with more support coming in from the University of Malta’s (UM) Centre for Entrepreneurship and Business Incubation (CEBI). CEBI houses the TAKEOFF programme which supports new businesses and provides facilities for them. Dr Joseph Bartolo and Prof. Russell Smith are familiar names when it comes to Maltese start-ups, and they have both been an influential part of Dorado’s story. They now operate from the TAKEOFF building on UM’s Msida campus.
But Dorado’s journey is not all smooth sailing. ‘We are a live service and we don’t have separate teams for operations and expansions, so that sometimes means your plans change!’ explains Dotschuweit. It’s all hands on deck to fix any problems. ‘It’s part of the bane and the fun of operations. But it doesn’t get boring!’ he says. This means that a day of meetings can quickly turn into a hectic day of making sure the game is running smoothly. They don’t want to disrupt players’ gameplay if they can avoid it.
In the past, Dorado hired game developers to bring their ideas to life. But this modus operandi changed when it came to Conflict of Nations. With this project, Dotschuweit and Porsche wanted more control, and they were ready to invest. They dug their heels in and hired their own team.
A game of political and military tactics with elements of espionage, Conflict of Nations requires real-world diplomacy skills to move up in the world. Unlike most other strategy games, it takes place right here on Earth, making use of Google Maps to make the game truly global.
Bringing their dream team to life was a challenge. ‘Finding talent back then wasn’t the easiest thing,’ says Dotschuweit. But their perseverance has seen them build a close-knit team who have all contributed to Dorado’s success.
The quest for perfection is a common theme in Dorado’s story. The perfect team, the perfect platform, the perfect game. Their commitment to giving players the best possible experience is a testament to their investment in their projects. Taking the time to get the right team together has proved to be one of the many reasons for Dorado’s fast climb up the games industry ladder. Another was getting their game out quickly to get fan feedback as soon as possible. The Stillfront platform restricts them somewhat in their design, as it wasn’t made specifically for Dorado, by Dorado, but it has reduced their workload massively, allowing them to get Conflict of Nations launch-ready in a fraction of the time. Identifying and taking advantage of opportunities has also been key to their quick rise.
Many Lessons Learnt
In the crowded world of online games, Dorado games has skillfully managed to carve out its place. Real-time negotiations and political tactics in Conflict of Nations are the stand-out features for fans who enjoy the long timescales and mental strategy involved. With this victory under their belt, we’ll soon see more from Dorado. They have plans to develop another game this year.
With years of experience in the industry, Dotschuweit has some advice for any future gaming entrepreneurs. ‘Get it out fast and get feedback. You can always improve it later.’ He notes the success of game jams in turning ideas into businesses and urges people to get involved. So, what are you waiting for?
Valletta should be a unique experience, open to all. This is Valletta 2018’s key vision for the bustling capital. A group of people focused on making this a reality is theValletta Design Clusterteam. Located at the Old Abattoir site in Valletta, the initiative is going to create a community space for cultural and creative practice. Words by Caldon Mercieca.
According to Anna Wicher from the PDR International Centre for Design and Research, design is ‘an approach to problem-solving that can be applied across the private and public sectors to drive innovation in products, services, society and even policy-making by putting people first.’ This people-centred approach to design is not just a theoretical framework, but a concrete method that engages people in a co-creative process.
By bringing together people active in the cultural and social spheres, we want to have a concrete and meaningful impact on Malta’s diverse communities. We aim to provide support for students, start-ups, and creative enterprises and give social groups the necessary tools to empower those with different interests who nonetheless share the common purpose of using creativity for the social good. We also want to provide a new networking space for everyone. From students, to cultural and creative professionals, to residents, budding businesses and civil society groups, everyone will be welcomed at the Valletta Design Cluster.
This philosophy of openness and diversity is one that has permeated every aspect of the project from the very beginning. Over the past three years, we have consulted with residents, students, schools, higher education institutions, artists, makers, and creatives to build the vision for the space. A range of public and independent organisations are also contributing to the project, providing both expertise and generous support.
Thanks to the support from the European Regional Development Fund, the physical space for the Cluster as well as the urban public spaces around it are currently undergoing serious regeneration. Once finished, the Cluster will have a range of facilities, which were decided on following consultation with potential users. It will include a makerspace, coworking spaces, studios, a food-space, several meeting rooms and conference facilities, an exhibition space, and a public roof garden. All of these facilities have benefitted from input contributed by various potential users, by residents, and by organisations that have been interacting regularly with the team working on the Valletta Design Cluster.
We believe that a community can only truly reach its potential when it opens itself up to collaborations which share a common goal. This does not mean turning a blind eye to the challenges faced by the community on a daily basis, or to the ever-evolving scenario that surrounds it, but rather cultivating a readiness to learn, an aptitude to develop networks built on trust, and a capacity to address problems with a practical, positive, can-do attitude.
One valuable experience we are developing with our community stakeholders is Design4DCity. This annual initiative, which the Valletta Design Cluster team started back in 2016, sees creatives, residents, and local authorities joining forces to rework and improve a public space. We worked with the Valletta community in 2016, and continued with the Birżebbuġa community in 2017. In 2018 we plan to work again in Birżebbuġa as well as in Siġġiewi, and will involve children and young people in our public space projects. Such initiatives are providing very important insights into the application of collaborative, co-creative approaches involving multiple stakeholders.
But the work of the Valletta Design Cluster is not restricted to the restoration or transformation of space. For the past three years, we have collaborated with the Malta Robotics Olympiad, teaming up with artistic curators and student organisations from the University of Malta (UM) to design and construct the pavilion for Valletta 2018. By the end of the project, participants had constructed a fully-recyclable 300 square meter pavilion and presented it to the public. This year we also supported SACES, the architecture students’ association at the UM, through a number of design and construction workshops. Branching out, we have done work with a number of creatives from various backgrounds in projects involving video-capture, artifact-curation, narrative development linked to cultural identities, and flexible use of available space through appropriately constructed spatial modules.
Several workshops have also been held where project stakeholders were fully involved in training sessions, with the aim of building skills in user-centred design, applied to specific contexts. This meant interacting with students, researchers, creatives, residents, and organisations in developing what the Cluster can offer. One tool used in this process is the construction of a user persona, where the characteristics, interests and concerns of the user are gathered through interaction with potential users of a service. Students from a number of faculties have also provided their input in this process through dedicated workshops at the UM.
They also stressed that the Cluster needed to serve as a catalyst for networking and for strengthening entrepreneurial skills for people working in the creative sector.
All of this has become possible thanks to continuous collaboration and international networks which have contributed their resources to our projects. To assist us in this, the Valletta 2018 Foundation has joined Design4Innovation, an Interreg Europe project bringing together eight European countries all working towards using design to benefit society.
While we have been on the receiving end of a lot of support, translating our philosophy of openness into practice involved an element of risk. During a series of tours that we organised on site for potential users of the Cluster, we had to be open to various views and perspectives about what the Cluster could be. Participants highlighted issues related to accessibility and affordability as key concerns. They also stressed that the Cluster needed to serve as a catalyst for networking and for strengthening entrepreneurial skills for people working in the creative sector. In some cases, we had to revisit some of our plans and open new discussions with the architects to made adjustments. On other occasions, we called people in again to discuss their ideas further and see how we could integrate their suggestions into our vision.
Although we speak of cultural and creative industries, we should realise that the average number of people working in any single company is two. Indeed, 40% of designers in Malta are actually freelancers. The challenge for the Valletta Design Cluster here is to ensure flexibility and adaptability both in the physical infrastructure as well as the management of the Cluster. In this way, we can make the facility relevant for our users’ current needs, as well as cater to future ones.
The next stage in understanding our community of potential users better is to work together on the creation of a Design Action Plan. The Design Action Plan will highlight concrete actions to be undertaken by the Cluster during the first three years of its operation. It will serve as the main reference tool to structure the Valletta Design Cluster’s interaction with its community of users, practitioners, enterprises, and beneficiaries. Based on this open process, the Valletta Design Cluster aims at establishing itself as a new community-driven platform for cultural and creative practice in Malta.